d3d10core/tests: Add a stress test for dynamic buffer maps.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -19089,6 +19089,72 @@ static void test_texture_compressed_3d(void)
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release_test_context(&test_context);
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}
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static void fill_dynamic_vb_quad(void *data, unsigned int x, unsigned int y)
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{
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struct vec3 *quad = (struct vec3 *)data + 4 * x;
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memset(quad, 0, 4 * sizeof(*quad));
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quad[0].x = quad[1].x = -1.0f + 0.01f * x;
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quad[2].x = quad[3].x = -1.0f + 0.01f * (x + 1);
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quad[0].y = quad[2].y = -1.0f + 0.01f * y;
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quad[1].y = quad[3].y = -1.0f + 0.01f * (y + 1);
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}
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/* Stress-test dynamic maps, to ensure that we are applying the correct
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* synchronization guarantees. */
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static void test_dynamic_map_synchronization(void)
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{
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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struct d3d10core_test_context test_context;
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D3D10_BUFFER_DESC buffer_desc = {0};
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ID3D10Device *device;
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unsigned int x, y;
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HRESULT hr;
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void *data;
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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buffer_desc.ByteWidth = 200 * 4 * sizeof(struct vec3);
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buffer_desc.Usage = D3D10_USAGE_DYNAMIC;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &test_context.vb);
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ok(hr == S_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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for (y = 0; y < 200; ++y)
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{
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hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_DISCARD, 0, &data);
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ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
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fill_dynamic_vb_quad(data, 0, y);
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ID3D10Buffer_Unmap(test_context.vb);
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draw_color_quad(&test_context, &green);
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for (x = 1; x < 200; ++x)
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{
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hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data);
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ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
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fill_dynamic_vb_quad(data, x, y);
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ID3D10Buffer_Unmap(test_context.vb);
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ID3D10Device_Draw(device, 4, x * 4);
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}
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}
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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release_test_context(&test_context);
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}
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START_TEST(d3d10core)
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{
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unsigned int argc, i;
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@ -19215,6 +19281,7 @@ START_TEST(d3d10core)
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queue_test(test_dual_source_blend);
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queue_test(test_unbound_streams);
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queue_test(test_texture_compressed_3d);
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queue_test(test_dynamic_map_synchronization);
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run_queued_tests();
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